Ibuki's got some unique strengths and enough versatility that we think she can cope with most opponents. Her damage is a bit lacking, but with enough craftiness in your execution you can make up for it.

One of her best tricks is her command dash, Kasumi Gake ( + K ), which has a couple of uses. Unlike a normal dash, the command dash is a special move and so is capable of canceling normal attacks. Use it in poke strings to move in closer to the opponent and maintain pressure or go for a grab. The HK version is especially useful as it'll pass through opponents, putting Ibuki at their backs. This forces the opponent to switch guard directions, and gives you a solid chance at landing a combo from the far side.

The other sly trick in Ibuki's repertoire is her ability to High Jump cancel her normal moves (so long as the normal attack connects with the opponent, either blocked or hit). This not only gives you a way out of blocked attacks, but also lets you follow up target combos with a high jump toward the opponent to continue the pressure. As an added trick, you can also cancel the High Jump with some other things, such as a forward dash or Ibuki's Hashinsho ultra combo ( + KKK ). End a target combo, cancel it with a High Jump and cancel the high jump (before it ever even comes out) with a forward dash for more pressure, or with the ultra for a slick combo.

Her Kunai air knife throw ( + P ) gives Ibuki another interesting uniqueness. The projectile shouldn't be used like normal fireball attacks, but instead to give safety to jump-ins and set up cross-up opportunities. Knock down an opponent, jump over him and toss out a Kunai just before crossing over the downed body. If you get the spacing right, the Kunai will connect just as you land, crossing up the opponent and letting follow up with a ground combo.

Ibuki's j.MK is another cross-up option, though landing it can be difficult. On the ground, try ending poke strings with her Tsumuji ( + K ) for chip damage and its excellent range.

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Combos

+ MK s.LP xx s.MP xx + HK xx HK

This link combo might not look like much, but what makes it notable is that it starts with an overhead attack. Ibuki's Hammer Kick connects overhead (which means you can't block it low) and actually lets you combo a s.LP off of it. Oh the possibilities...

c.LP c.LP s.LP c.MP xx + KK P

Most of this combo will work anywhere, up until the final Raida grab. For the Raida grab to connect, you need to be in a corner and the Tsumuji spin kick has to be an EX version.

s.LK xx s.MK xx High Jump xx + KKK

This is not an easy combo, but it does allow Ibuki to combo into her Hashinsho ultra so it's definitely worth learning. The technique actually works off of most of normal attacks, not just the string we've listed, so look for other applications. The trick is that you're canceling the ground normal attack (in this case, a s.MK kick) with a High Jump...but before the High Jump actually leaves the ground, you're finishing the input for the ultra combo. We actually suggest an input that looks more like + KKK to execute the cancel. This gives you the ultra and the High Jump in one fluid motion.

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Moves List

( normal )

+ MP

Agemen - A solid anti-air attack, and it's also cancelable, which means you could land the anti-air, cancel it into a High Jump and continue pressure as the opponent lands.

( normal )

+ LK

Spin Kick - Longer range than a standard s.LK but the name is a lie, there is no spinning!

( normal )

+ MK

Reverse Spin Kick - Solid range on this poke. It's a bit slow but the range makes it worthwhile.

Sazan - Simple slide kick that actually slips under mid-height projectiles, like Ryu's fireball. Try to hit with the very tip of the attack—if it gets blocked and you're too close, you can eat a counter.

( normal )

+ HK

Bosho Kick - A rangey poke or punisher. It goes over low attacks like sweeps and moves Ibuki forward slightly. Be careful with it—abuse will get you hurt.

( normal )

oror

High Jump - This is input similar to a super jump in Capcom's super jumps, with a quick motion ( oror ). You can use it to cancel all of Ibuki's normal attacks that are otherwise cancelable (like s.MK, s.HP, c.MP, etc.). You can use poke strings and cancel with a High Jump to retreat or put the pressure on from the air.

( normal )

+ MK xx + MK

Target Combo 7 - This target combo doesn't actually combo, but what it does do is let you cancel a decent poke—Ibuki's + MK attack—into Ibuki's solid overhead attack. This is great for pressure and Ibuki's mix-up game.

( normal )

near s.HP xx + HK xx HK

Target Combo 8 - You can deal solid damage with this quick target combo, but damage isn't its primary strength. The last kick knocks the opponent into the air and away. You can cancel this kick with a High Jump toward the opponent to maintain pressure, or if you knock the opponent into a corner you can use the High Jump cancel to set up a cross-up opportunity. Or if the string gets blocked and you want to escape, you can cancel the last kick with a High Jump away from the opponent.

( special )

+ P ( in air )

Kunai - A simple, safe air projectile. The angle on the HP version is most useful. It's good both for retreating as well as moving forward with pressure. You can also throw a Kunai after a Hien kick that connects or is blocked, adding a bit of dyancism to Ibuki's air game.

( special )

+ P

Tsuijigoe - Ibuki performs a quick high jump and, while in the air, turns around. You can execute a Kunai knife toss in the air or even Ibuki's super combo, the Kasumi Suzaku. What's interesting is that Ibuki changes directions mid-jump, so that if you execute either of these projectiles she'll actually toss them backward, away from the direction she's jumping. Use this up close to leap over the tops of opponents and tag 'em with projectiles from behind. It's a bit slow and therefore pretty easy to read.

( special )

+ P

Neck Breaker - Hits low and, when it connects, Ibuki grabs the opponent for a quick attack. The range is very good, so you can use it to catch opponents blocking high from afar when they don't expect a low sweep. The EX version of the Neck Breaker will even pass through fireballs.

( special )

P

Raida - Looks like a command throw, but it's not technically a throw—it can be blocked, and you can combo into it. It's got more range than her actual throws, so maybe use it to punish whiffed uppercuts. After a landed EX Tsumuji in a corner, you can also catch the opponent with a Raida grab.

( special )

+ K

Kasumi Gake - It looks like a simple forward dash, but two things make it more useful. Because it's a special move, you can use it to cancel a lot of normal attacks. Execute a blocked poke string on the ground and cancel into the Kasumi Gake to instantly dash forward and keep up the pressure (go for a throw?). The HK version will, provided you're close enough, move Ibuki to the other side of the opponent. Use it for mix-ups, forcing the opponent to change guard direction. Also useful on a knocked down opponent, letting you bait a wake-up counter and dash to the other side of the attack to counter.

( special )

K

Kazegiri - As far as Shoryuken-type uppercut moves go, it's not great. The Kazegiri is a bit slow to start and doesn't have great speed or priority, but it's a decent attack.

( special )

+ K

Tsumuji - A solid way to end a poke string on the ground, blocked or connected, as it's pretty safe. The MK and HK versions are capable of three hits if you tap the kick button a second time. Tap + K to get a sweep as the third hit and knock down the opponent, setting up mix-up attempts.

( special )

+ K

Hien - Good for hopping over projectiles and very safe when blocked, it's just a bit slow and easy to counter. If the kick connects, you can cancel into Ibuki's super combo, the Kasumi Suzaku.

( super combo )

+ P ( in air )

Kasumi Suzaku - It's not a high damage super, but it is extremely safe and deals considerable chip damage, making it great for whittling down that last bit of your opponent's health.

( ultra combo )

+ PPP

Yoroitoshi - This is a legitimate grab technique in that it's unblockable up close. But even if the grab whiffs, Ibuki still throws out a large blast that works as serviceable anti-air.

( ultra combo )

+ KKK

Hashinsho - Decent range and it'll pass through fireballs (and other attacks at startup). And by the magic of High Jump canceling, it's even possible straight combo into this ultra making it, we feel, the better of Ibuki's ultra options.